In this study, I am utilizing a comprehensive board game data set curated by Jen Wadkins. The data set, spanning a wide range of years from -3500 B.C. to 2021, was last updated two years ago. To ensure the integrity of my analysis, I am focusing specifically on board games introduced after the year of 1958. This chosen threshold guarantees a more consistent and comprehensive data set, as it aligns with the period when increasingly structured information on board games became more readily available.
My hypothesis is that there exists a discernible 20% upswing in the average ratings assigned to strategy board games subsequent to the year 2000. This hypothesis rests upon the conjecture that the upbringing of computer technology has ushered in a shift in recreational preferences. This shift sees a greater inclination toward indoor activities, including board gaming. Consequently, individuals are more prone to dedicate their leisure time to playing board games, leading to a potential inflation in user engagement and feedback.
In effect, this increase in player engagement is presumed to have a direct correlation with the increase in the quantity and quality of player ratings. The surge in available players, brought about by the convenience and accessibility of digital mediums, augments the probability of garnering a wider range of player opinions. This expansion in feedback from a more diverse player base subsequently contributes to a higher average rating for strategy board games released post-2000, affirming the premise of the hypothesis.
library(tidyverse)
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library("janitor")
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library("cowplot")
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library(knitr)
df <- read.csv("~/Capstone Project I/games.csv")
head(df)
Using the janitor clean names function to fix the column names for better readability.
df <- df %>% clean_names()
df